varying vec3 CoolColor = vec3(0, 0, 0.6);
varying float DiffuseCool = 0.45;
varying float DiffuseWarm = 0.45;
varying vec3 SurfaceColor = vec3(1, 0.75, 0.75);
varying vec3 WarmColor = vec3(0.6, 0.6, 0);
varying float NdotL;
varying vec3  ReflectVec;
varying vec3  ViewVec;

void main()
{
    vec3 kcool    = min(CoolColor + DiffuseCool * SurfaceColor, 1.0);
    vec3 kwarm    = min(WarmColor + DiffuseWarm * SurfaceColor, 1.0); 
    vec3 kfinal   = mix(kcool, kwarm, NdotL);

    vec3 nreflect = normalize(ReflectVec);
    vec3 nview    = normalize(ViewVec);

    float spec    = max(dot(nreflect, nview), 0.0);
    spec          = pow(spec, 32.0);

    gl_FragColor = vec4(min(kfinal + spec, 1.0), 1.0);
}